In this directory is utilities, gif images of the maps, and other notes.
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Developer guidelines:
Read the mapguide for guidelines on making a good map.
Use the comment field that the maps have - put in who the author is,
what level the map is, and any other special notes.
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Image files:
worldmap.png: This is a map of how the world looks. This was done by
converting all of the world maps into images, scaling those down, and
then merging them into one large image. If you look carefully, you can
make out the towns, roads, etc.
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Important landmarks
The list of translation values below have been used in the update_maps
script. The values are recorded here in that they might be useful for
updating other maps that are contributed later.
The format is:
OLD_MAP_NAME, OLD_MAP_STARTX, OLD_MAP_STARTY, OLD_MAP_ENDX, OLD_MAP_ENDY ->
NEW_MAP_NAME, NEW_MAP_OFFX, NEW_MAP_OFFY
Translation values used:
/city/city, 10, 0 (100,100) -> /world/world_105_115, -10, 18
/brittany/Brest/Brest 0,0 (100,100) -> /world/world_107_123, +17, +16
/santo_dominion/town 3,12 (100,100) -> /world/world_102_108, 0, -9
/navar_city/city1 15, 13 (100,100) -> /world/world_122_117, -15, -13
/navar_city/city1 15, 0 (100,12) -> /world/world_122_116, -15, 37
/navar_city/city1 0, 0 (14,12) -> /world/world_121_116, 35, 37
/navar_city/city1 0,13 (14,100) -> /world/world_121_116, 35, -13
/Lake_County/kundi_area 0,0 -> /world/world_109_126 (+13, +17)
/dragonisland/stonevile 0,0 (13,0) /world/world_102_127 (+36, +1)
/dragonisland/stonevile 14,0 (100,100) /world/world_103_127 (-14, +1)
/dtabb/darcap 0,0 (100,100) /world/world_116_102 (+18, +26)
dragonisland note: Some of the buildings in stoneville were moved
slightly to better fit them onto the layout of the island.
kar (euthville): /world/world_105_113
Kar doesn't have simple values, as the town was shrunk a bit and
re-arrange some.
This information can be used to see where some of the
notable maps are.
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land.c:
This is the program that generated the new world map.
The file land.c just gets compiled - if your system has a math
library (-lm) you probably need to link that in.
Given the same seed and other parameters, it will generate the same
results if on the same platform. E.g., two different intel systems running
redhat 7.2 should generate the same results, but a redhat compared to
solaris system, or linux intel vs linux power pc may very well generate
different results.
The generated map was run with the follow parameters on my system:
-x 1500 -y 1500 -s 1007623715 -p 300 -n 170 -w 40000 -l 200000
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Note about unique maps:
The update_exits.pl script can be used to update the exit of per player
unique maps. IT can also be used with the unique-items map, but
the check in the script for a valid map file would need to be removed.
The update_apart.pl script should properly deal with per player apartments
and unique maps - just run it with the appropriate target (eg,
'update_apart.pl players ' and 'update_apart.pl unique-items'. The script
works, but it is certainly possible I'm missing some paths that should
be substitued in there.
Per player unique maps:
_city_* -> _scorn_...
Guild maps:
guilds@black_shield -> brest@black_shield
guilds@damned_heretics -> wolfsburg@guilds@damned_heretics
guilds@dreaming_sage -> navar_city@guilds@dreaming_sage
guilds@drunken_barbarian-> santo_dominion@guilds@drunken_barbarian
guilds@guildhousesinc -> scorn@guilds@guildhousesinc
guilds@laughing_skull -> pup_land@guilds@laughing_skull
guilds@mailed_fist -> scorn@guilds@mailed_fist
guilds@poisoned_dagger -> darcap@darcap@guilds@poisoned_dagger
guilds@purple_butterfly -> pup_land@guilds@purple_butterfly
guilds@smoking_cauldron -> darcap@darcap@guilds@smoking_cauldron
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rewrite_exits.pl:
This is a perl script that basically goes through and updates the slaying
fields for maps, which makes renaming maps easy.
However, for this to work, map names must be unique. Often the case, but
not always. If it gets a duplicate, it doesn't do anything.
Run it from the top level map directory - it then does it works updating
all the maps.
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rewrite_styles.pl:
Similar to rewrite_exits, but instead for styles. Designed to fix up the
uppercase style names that the mlab maps used, and also put them in
a subdirectory so that the styles won't show up for maps that use random
styles.